#version 330

layout (location = 0) in vec3 Position;

uniform mat4 MVP; // uniform more or less means 'static'

out vec4 Color;


void main()
{
	gl_Position = MVP * vec4(Position, 1.0);

	// clamp force colors param between 0-1 => fancier display
	Color = vec4(clamp(Position, 0.0, 1.0), 1.0);
}
